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Matt H.6142

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  1. The flashbang and projectile animations are way out in front of my human character. I know we have some huge differences in the pistol barrel lengths now but the animation is about 6 feet in front of my character. With Dragonbone pistol) Also, so disappointed searing salvo makes your character throw a fireball now. Launching a big meteor from the pistol was the main flavor of the weapon. The earth 3 animation has a good weight to it though. please switch the animation of fire 2 and 3.
  2. Automated Medical Response How does this work on Mechanist? A healing toolbelt skill isn’t apparent. Is this a dead trait for that spec? You know better than to do that.
  3. I think I disliked this weapon for the same reason I dislike guardian mace. Its support is good in theory, but it can't do as much as staff. And they both have one skill I would probably avoid using. Skill 3. I think melee swipes really confuse it as a weapon, and switching to an ally target on 3 then back to an enemy for auto attacks to be rewarded with a typically undesirable teleport for barrier that's already provided by the other two skills never answers the question "why am I doing this?" I did appreciate skill 2 and that the "blossom" isn't lost if the enemy dies though. It also suffers from some poor off-hand choices, and one obvious one in shield, especially with this week's patch. I predict the self-root of shield 5 will be gone one day. Edit - I did find this somewhat enjoyable on a second try, and I do enjoy the autoattack, and all the blue numbers of skill 1 and 2. I don't think it needs the teleport on the 3 still however.
  4. My only concern is how easily/likely is it to get the nature's strength buff when only using one mace. Ambush Skill seems to just one shot some stuff (but hadn't left Gendarren yet on ranger.) But gameplay felt solid, and is the most fun mace user in game now. So much so, I hope you might revisit warrior and guardian.
  5. I found this to be a great compliment to reaper with the chill/fear with the non-shroud mobility it grants. No notes.
  6. Spellbreakers using their Sunspears again - it's so Lore perfect, but there's zero synergy except a little bit of insight from skill 4. Support warrior still fairly unsupported trait-wise, but some fairly good green numbers with the new Vengence trait replacement along with Shout Heals. Does it offer anything other professions can't? A bit of unblockable I guess. Give the old Rev staff skill 2 to Warrior. Daze on hit. Oh, but don't think I won't be swearing about warrior trolls moving 1500/3000+ ranges without penalty on another weapon with two movement skills on it plus bull's charge.
  7. Too much travel distance on the axes. and you feel like you need to shotgun skill 2, which makes it worse, and then they take a long time on the return trip. Even to shotgun skill 2 didn't feel impactful. The damage must be all in the condis, because somewhere between skill 2 and 3, basic enemies had lost 75% of their health.
  8. Very nearly didn't bother writing anything; its niche is apparent, and I thought the green numbers were good. Only, if mirage clones spawn at range, their ambush skill from IH does nothing. I suppose you might say 'learn to play' but I know such designs get reworked to always be optimal/never miss on summons.
  9. Certainly a clear winner of professions. I find the symbol at your feet perfectly fine - if you are standing in it, all your projectiles burn, whereas if the enemy moves out of it, it does nothing. Double bonus if you drop it in melee. There's the tradeoff. Love the feel of 5, but yes, choosing when to detonate it when the hitbox is questionable could be improved.
  10. Clearly this weapon can only work on engi who has access to kits, so they might have 2 other weapons to use while waiting for short bow to come off cooldown. This weapon otherwise goes completely against GW2's design philosophy in recent years of trimming the fat, and if the final implementation isn't just 240 radius wells from a bow, I'd be surprised. Two skills for a sizeable, desirable effect is not great, and only skill 5 has any real detrimental effect on foes. It's ranged support "Preparations" giving the overly available Might boon, and heal or barrier if you plan in advance for those moments. Possibly satisfying if everything goes according to plan, more likely than not, a lot of misses. (Getting off the 4 arrows on some HOT trash mobs was the extent I experienced that.) Edit - Learning that chain reaction triggers when a new arrow is placed on an already pulsing arrow did help create some flow for this weapon and made it feel a bit more reactionary; like you could roll through the weapon set somewhat continuously. Kits still feel necessary (but not mad at it.)
  11. As my main profession, though I've proclaimed it the roleplay class, I like the pistol, but having used it exclusively as a weaver, I don't think I can fairly assess it while there are no skill icons to help identify what I'm using, and perhaps too, the animation fx are fairly similar on a lot of skills. Love Fire 3, and Glacial Shot and its upgraded version. Going faster on ice? Skating anyone? Boulder Blast is too big to just be single target. Fire 2 - zero power if it can't bounce. Air clearly struggling for an identity, but appreciate the cooldown and evade it has.
  12. I honestly cannot relate to those saying scepter is not a power weapon for ele. It’s just slow is what you mean. Dragon Tooth, Phoenix, lightning strike and even shatterstone have a lot of burst. You don’t use those for condi.
  13. I've encountered the same bug having restarted story steps. (Thank you mutually exclusive achievements to get the Akeem relic.)
  14. Still bugged after the hotfix. Silver wing just hangs at the gate into the city waiting for some cue from some Speakers
  15. I’ve enjoyed the story and the new maps. I too have been drawn to the many reused assets but my goodness, GW2 have a lot to play with, and they’ve been implemented in lots of fun ways. Metaverses are a bit overplayed, but I kind of do want to see Rata Novus not destroyed and if Balthazar won. Draknar’s light was a nice surprise. I like that we started in some olds maps, and I hope that continues. It gave me some of the feeling back from 2012. I found myself thinking on, and even dreaming, of these new maps, Skywatch in particular. I’d say I got 12 hours of original content doing the story and maps. I could put the game down satisfied at times. I wasn’t rushing to kill a world eating dragon like. There are a couple more typos in this expansion than I’ve noticed before. (All of 3, 2 in the Wizards tower.) maybe a consequence of all the new stuff to read, which was a treat. But yes, the core “features” of the expansion are at odds with what I enjoyed. I hate seeing the “rift sense” flying into a wall, and yes, it does seem to have you crossing the entire map when you do. Seeing multiple people close a rift is a fun moment though. The relic system is bad at launch. I can appreciate removing the effects from stats but so many effects are lost and some of the new ones are so niche. (Shadowstep and deception boost {mirage approves, am using}) I’d like to see rune of the soulbeast bonus restored. Relic of the citadel stun on elite - I’m having trouble thinking of elite skills that synergizes with it and not overwrite this effect. I’m quite happy getting emotes and mount skins from Wizard Vault. I otherwise have my daily AP capped, and before if I didn’t care for the daily task, I skipped it, and perhaps that remains unchanged. Enjoyed the story and the map content and design. Can sell me an expansion on that alone. In fact the features were a detractor.
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